GPU wise let’s see, there is some chance there, but that is totally predicated on something beyond RDNA 3.5 as the next big change RT wise is rumoured to be with RDNA4.īecause I do not think you can have it next year (the kicker with Pro consoles is that they are never and never become the target console so they are never truly optimised for). The games which are CPU limited doubling in framerate on average will also be interesting as Pro consoles tend to do very small changes to the CPU side of things to make BC easier (PS4 Pro just bought you what a 500 MHz CPU clocks bump? Significant in relative terms as the baseline was 1.6 GHz but it was not a magic cure… I will be surprised if PS5 Pro were to have a greater relative jump there). So if 3 shader arrays, and one WG disabled in each, we end up with 54CU.Ĭlick to expand.Even this revised target (not sure how unstable 60 FPS saved only by VRR would make people that happy to have forked $499 for a PS5 Pro and ready to fork $499 again in a few years for PS6…) could be quite difficult to achieve because devs tend to only give token support to these machines so whatever you can get by bruteforcing through problems sure, but that just means you need an even bigger HW performance improvement delta to achieve things so it is more difficult not easier. RDNA in the case of the PS5 (and XS) disables one workgroup in each shader array to improve yields. However, this leak also talked about 3 shader arrays of 10 work groups each. I agree that tech leaks never mention inactive CUs. But I don't trust the whole RDNA3 VOPD thing, as its use case is generally very specific and limited thus far. But hey, if it's using the same RDNA3+ tech, then you can double that TF number and get 36TF and 32.4TF respectively. And that's before RDNA3 compute magic math making it 50TF. That is still a far cry from the 25TfF of the 7900XTX. So that suggests that the PS5pro is clocked at best at 2300- 2400mhz, so let's just say 2350mhz. And we know it cant be clocked at anything below the current PS5 GPU clocks. And there is hardly a GPU on the market with a base clock of over 2400Mhz. For the PS5pro to do the same, it would have to have 72CU. The PS4pro not only doubled the number of CUs from the OG to the pro, but it also increased clocks. So if 3 shader arrays, and one WG disabled in each, we end up with 54CU.īut hey. Click to expand.I agree that tech leaks never mention inactive CUs.
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